623.934 (24S) Interaktive Multimedia-Anwendungen B (Computer Games)

Sommersemester 2024

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Erster Termin der LV
04.03.2024 13:30 - 15:00 S.2.42 On Campus
Nächster Termin:
29.04.2024 13:30 - 15:00 S.2.42 On Campus

Überblick

Lehrende/r
LV-Titel englisch Interactive Multimedia Applications B (Computer Games)
LV-Art Vorlesung-Kurs (prüfungsimmanente LV )
LV-Modell Blended-Learning-Lehrveranstaltung
Online-Anteil 25%
Semesterstunde/n 2.0
ECTS-Anrechnungspunkte 3.0
Anmeldungen 14 (35 max.)
Organisationseinheit
Unterrichtssprache Deutsch
mögliche Sprache/n der Leistungserbringung Englisch
LV-Beginn 04.03.2024
eLearning zum Moodle-Kurs

Zeit und Ort

Liste der Termine wird geladen...

LV-Beschreibung

Intendierte Lernergebnisse

The goal of this course is to introduce students to computer game production. This is not necessarily a technical issue, especially as game production involves mostly non-technical work like creative audio, 3D and visual design, product management and planning, storyboarding & writing, and testing. The lecture is in German, but the slides and homepage are in English. For assignments, you can choose between German and English.

The course aims to teach in a practical as well as a theoretical way. Throughout the lecture, you will have (i) readings, (ii) practical assignments, and (iii) a final game project. The readings are specific to the lecture topic and will be referenced from the web page. Make sure you read (or watch) them. Questions might pop up in the final multiple choice test. The final grade is based on the (i) assignments as well as (ii) the final project and (iii) a short final exam.

  • Readings - For the course it's mandatory to read (or view / play in case of videos /video games) the readings.a  They will be announced throughout the course in the schedule table.
  • Practical assignments - There are two practical assignments prior to the final project. The tutorial will focus on bringing you up to speed to implement these projects. For more details see below.
  • Final project - Create a game in a group, more information see below.

Lehrmethodik inkl. Einsatz von eLearning-Tools

see above or on the web page.

Inhalt/e

see above or on the web page.

Erwartete Vorkenntnisse

Programming knowledge

Link auf weitere Informationen

http://www.itec.uni-klu.ac.at/~mlux/index.php?id=courses/games-ss24.md

Prüfungsinformationen

Im Fall von online durchgeführten Prüfungen sind die Standards zu beachten, die die technischen Geräte der Studierenden erfüllen müssen, um an diesen Prüfungen teilnehmen zu können.

Prüfungsmethode/n

  • Active participation: Participation is mandatory. Not attending without prior excuse leads to a negative grade.
  • Mandatory exercises: All exercises are mandatory. Quality and quantity will determine the grade. Missing the deadline will affect the grade. "AI Coding", where the AI does the work of the student, will lead to a negative grade. 
  • Practical work: Final projects need to follow the rules coomunicated on the web page and in the classroom. Failure to do so will result in a negative grade. 
  • Presentation: Your contribution and a reflection thereof need to be presented in class. 
  • Final exam: A final, short exam on the course topics on June 24, 2024, in the first 30 minutes of the course.
  • Quitting the course after attending 3 or more times and/or submitting an exercise, or participating in any other activity relevant to grading leads to a negative grade.

Prüfungsinhalt/e

Theory of and hands-on with computer game development

Beurteilungskriterien/-maßstäbe

Paper Format

  • Orderly fulfillment of formal requirements:
  • Adequate reliance on research literature:
    • Selection of citations
    • Provision of a well-formatted bibliography
  • Reliance on theoretical resources
  • Self-made observations on the discussed primary resource
  • Critical reflection on self-made observations

AI Use in this Course
While students are encouraged to use any tools you can find as a sparring partner for coding or resource for learning, the course goal is to be able to program the exercises and the final project individually. If there is a suspicion that parts of the source code or texts were written by an AI tool, you will be invited to a clarifying discussion, which can also influence the grade. In addition, the rules for plagiarism (with "another person" being the AI model) also apply.

Code of Conduct and Plagiarism Policies

The University of California Berkely (https://sa.berkeley.edu/conduct/integrity/definition) offers the following definition:

Plagiarism is defined as use of intellectual material produced by another person without acknowledging its source, for example:

  • Wholesale copying of passages from works of others into your homework, essay, term paper, or dissertation without acknowledgment.
  • Use of the views, opinions, or insights of another without acknowledgment.
  • Paraphrasing of another person’s characteristic or original phraseology, metaphor, or other literary device without acknowledgment.

For computer science classes this includes source code, video tutorials, and web pages used to create software for the course. It is mandatory to check for license compatibility, like (i) can it be used, (ii) how to attribute, and (iii) what license is implied by including this source. It is also mandatory to cite the sources in the report. Failing to do that counts as plagiarism.

Note that the Code of Conduct of the AAU (https://www.aau.at/en/research/research-profile/good-academic-practice/) applies. Students caught plagiarising or violating the code of conduct will be removed from class immediately.

Beurteilungsschema

Note Benotungsschema

Position im Curriculum

  • Bachelorstudium Angewandte Informatik (SKZ: 511, Version: 19W.2)
    • Fach: Medieninformatik (Wahlfach)
      • 8.6 Medieninformatik ( 0.0h XX / 12.0 ECTS)
        • 623.934 Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h VC / 3.0 ECTS)
          Absolvierung im 4., 5., 6. Semester empfohlen
  • Bachelorstudium Angewandte Informatik (SKZ: 511, Version: 17W.1)
    • Fach: Human-Centered Computing (Psychologie für HCC) (Wahlfach)
      • 1.5 Computer Games ( 2.0h VC / 3.0 ECTS)
        • 623.934 Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h VC / 3.0 ECTS)
          Absolvierung im 6. Semester empfohlen
  • Bachelorstudium Angewandte Informatik (SKZ: 511, Version: 17W.1)
    • Fach: Human-Centered Computing (Gender Studies und Technikfolgenabschätzung) (Wahlfach)
      • 1.5 Computer Games ( 2.0h VC / 3.0 ECTS)
        • 623.934 Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h VC / 3.0 ECTS)
          Absolvierung im 6. Semester empfohlen
  • Bachelorstudium Angewandte Informatik (SKZ: 511, Version: 17W.1)
    • Fach: Medieninformatik (Wahlfach)
      • 4.6 Computer Games ( 2.0h VC / 3.0 ECTS)
        • 623.934 Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h VC / 3.0 ECTS)

Gleichwertige Lehrveranstaltungen im Sinne der Prüfungsantrittszählung

Sommersemester 2023
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2022
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2021
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2020
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2019
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2018
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2017
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2016
  • 623.934 VC Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2015
  • 623.934 VK Interaktive Multimedia-Anwendungen B (Computer Games) (2.0h / 3.0ECTS)
Sommersemester 2014
  • 623.934 VK Interaktive Multimedia-Anwendungen B (2.0h / 3.0ECTS)